// VS_BEGIN
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aCoord;
layout (location = 2) in vec3 aNormal;
layout (location = 3) in vec3 aTangent;
layout (location = 4) in vec3 aBitangent;

uniform mat4 u_model;

layout (std140) uniform EngineUBO
{
    mat4 u_view;
    mat4 u_project;
    vec3 u_camPos;
    vec3 u_camInfo;
    mat4 u_inversePV;
};

void main() {
    gl_Position = u_project * u_view * u_model * vec4(aPos, 1.0f);
}
// VS_END

// FS_BEGIN
#version 330 core

uniform vec4 Diffuse;

out vec4 FragColor;

void main() {
    FragColor = Diffuse;
}
// FS_END